Champs de Bataille Scenarios and lists from Vae Victis 10 EP is the term for ‘equivalent counters’ for the calculation of demoralisation. Daras 530 Special rules: 1. Ignore the broken terrain on the map 2. The Byzantine player is the defender and sets up first. He may place an ambush behind the hill (see rule 14.3). The Persian player is the attacker, moving first. 3. The Byzantine player is deployed behind a ditch. (hexes 709-714-615-515-519-620-720-725 inclusive). Use blank markers if you wish. All units in the ditch subtract one from all combat die rolls (melee and missile). Each ditch hex costs 2 MPs. 4. Belasarius, the Herules and Bouk. Start the game mounted, and may not dismount. The Psiloi may deploy with the skutaroi and they may support them against cavalry. Archers are stacked two by two. Casillinum 554 Special rules 1. The hill and broken terrain 515/819 is ignored, and the broken terrain 1419/1723 is a wood (see 1.3) 2. The Byzantines defend, placing first, the Franks attack, moving first. 3. The Bouk., the Herules and their generals start the game dismounted as Sp(S). They may remount. The Frank warriors (Guerriers) may start stacked. Optional rules 1.3 Difficult terrain Difficult terrain groups wood, hedges, marsh, built up areas, olive groves and pens. In difficult terrain, groups may not be formed in columns (i.e. placed front to rear) Wood: Line of sight is a maximum 2 hexes across woods. Units entering a wood must begin their movement next to the edge. Movement: all mounted units have a MP of 2 if they enter difficult terrain during movement. 2.4 Knights (X) Kn (X) units are cataphract units equipped with the Kontos, a two handed spear. They rate as Kn(S) against fire and against LH, Sp, pikes and archers in melee. Against Wb, Kn, Bd they are Kn(I) and Kn(O) otherwise. 4.3 Allied corps An army may have an allied corps. This corps has its own action die roll. An allied corps is considered unreliable if the first die roll for Aps of the game for that corps is 1 or 2. Units from an unreliable ally may not move within 12 hex of an enemy, nor missile fire. A corps loses this status in the following cases: - the player throws a 6 for that corps on an AP roll - an enemy unit moves next to one of its units - a unit is subject to enemy missile fire - an enemy corps is demoralised An unreliable allied corps of a different nationality changes side when a friendly corps is demoralised. The enemy player takes control next turn. 8.1 Support ranks A unit giving rank support may retreat into a rear hex if the unit is in an enemy ZoC. 11.2 Units in support A unit may not give support against a unit from its frontal hex unless free of enemy units in its other frontal hex or free from friendly units giving support from the same side of the unit (i.e. only one support from one aspect of an enemy unit, e.g. front, rear, left, right flank) 13 Victory Unless otherwise indicated, the victory goes to the side that first destroys at least half of the EPs of the opposing enemy. Remember: all EPs from a demoralised corps, except baggage, counts. 14.3 Ambush All types of unit may be placed in an ambush in woods. They are revealed when they are in line of sight of the enemy or if they move etc. Again, all troop types may be placed in ambush behind a wood or hill, and are revealed if seen or when moving etc.